The German BG's at both Gold Beach and Arromanches were worn down from previous battles.
At Gold Beach there was still a ATG presence though ... and caution was used to locate and pick them off.
The German ATG's were very well placed, and disabled a DD Sherman early on. Fortunately, it was behind a hedge with LOS to some of German controlled area. Once one or two ATG's were destroyed or damaged, a Centaur IV moved from behind its hedge position and was able to advance up the main road and manhandle any resistance. The Centaur IV was a very effective tank for this type of attack ... the HE rounds are less suited for knocking out ATG's, but its turret and good armor are very advantageous.
It was a tense battle and well defended ... with casualties to exposed infantry searching to gain LOS on the ATG positions, and MG fire from in and around bunkers.

The German BG at Arromanches had been reduced to all but a few units in the previous battle, and was a given that this area would fall to the Allied advance. Still required some heavy but short lived fighting.

The battle at St Germain De Varreville was pretty evenly matched ... with all infantry and an ATG gun each.
I had taken some bad losses on this map already, and needed to be less aggressive to control any further setbacks.
An unexpected, near last second, morale break for the Germans resulted in favorable gain for the Allies, but the battle was hard fought on both sides.
One of the best battles I've had so far in the Campaingn (imo).
This is a really interesting map ... and BG's in TLD make for great battles due to more realistic (less) quantity of tanks to infantry ratio.

Another tough infantry battle in the hedges of Normandy ... hooked up with namztukxam at St Come Du Mont.
A very tense, back and forth battle. Namz just about broke through my lines on several occasions ... I'm not sure he knows how close it was ... yikes.

Last edited by davidssfx on Sat Mar 06, 2010 4:43 am; edited 2 times in total

Just had a marathon series of battles with RD_DD ... for me, at this time of day anyway
Too much to talk about ... just tons of tanks and halftracks, etc ... lol
Seriously though ... some tough, hard fought battles. One was just a final clearing of the area, another a cat and mouse trench game ... the other two were rough going.
Thanks again RD_DD

We wheeled our one remaining PaK gun into place on the north road VL and waited for Tommie to arrive.
As we drank our steins filled with beer and gulped down French wine, we watched Tommie running from building to building securing Ouistreham.
When the time came, we let loose as much hell as we could on the Brits - killing some- but ultimately a well placed shot from a Sherman Crab knocked out our gun.
The wounded survivors from our crew fled into the local fields and luckily Krauss brought the last wine bottle with him...
we heard 21st Panzer was headed our way...

Versus Davidssfx at Pegasus Bridge

Hitler ordered us to stay back and wait for the Brits in Caen- I decided to ignore his order and counterattack Pegasus Bridge.
As soon as the battle started bullets and mortar fire were everywhere. Screams of dying soldiers filled the air. Confusion set in.
We attacked forward into the hedges and met face to face with the paras of the 6th Airborne Division.
A war of attrition followed, but ultimately we were able to expand our bridgehead enough for operations to resume.

Hooked up with 7A_ Priapus for a couple.
Started at Gold Beach, which I thought would be easy to secure ... but moved with over confidence and without proper smoke cover. Resulted in a lost Sherman as well as infantry.
Battle ended with an Allied morale failure ... so some lost ground too.
Someone with a little smarts should be able to clear this beach next time ... keep an eye out for that ATG though.
Well done on defense.

Next it was off to Arromanches.
It was just a formality of clearing a unit or two before securing the map. Didn't get a screen shot of this one, but its self explanatory anyway.

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Last edited by davidssfx on Mon Mar 08, 2010 7:31 am; edited 2 times in total

The Allies moved in the 8th Regiment/4th Infantry Division to clear the town and dispose of our veteran 919th Regiment/709th Infantry. The battle featured numerous skirmishes in the town and through the hedgerows in the south. Ultimately our forces lost morale due to efforts of a well managed DD Sherman.

Strategic moves and support were decided, and the next series of battles began.

Another extremely tough battle at St. Germain De Varreville.
Decided to bring in some 4th ID guys with their extra fire power to clear this map, and give the U.S. Airborne BG a well deserved rest. This resulted in most of the map going neutral, one corner (south west) for Allied, and two northern corners for German forces. Thus, an effort to recapture ground.
The German units moved swiftly ... holding back advances into the center buildings with the help of a well placed ATG. Both sides scrambled to support a major skirmish for control of south eastern VL.
Tough on both sides, but strategically ... this German BG has been cut off, and now even more worn down.
Very well defended by RD_DD.

note: I goofed up the save count during the Strategic moves stage ... last save should be 51, next save 52.
I've corrected the Allied save here to 51, from the previously posted 52.

Some more rules.
Sorry, but since the success of a Campaign involves strategic moves and placement of support ... it seems necessary to devise a system suitable for a Public Campaign, that addresses Strategic move turns.

Therefore, I suggest this ... and will include it in the first post, where rules are listed.

The Team Roster is divided into two categories:

1) Regular players:
a) Must play only one side
b) May take Strategic move turns. If you are unsure of how to take a Strategic move turn (or don't want to) ... then just wait for another Regular player to do it.
c) Can not view opponent's Strategic map (via opponent's save files)
d) plays a least one battle per week

2) Casual Players:
a) may play both sides ... if no other choice is available, but make an effort to play just one side.
b) Should not take Strategic move turns. Please wait for a Regular player to take Strategic turns.
c) make an effort to not view Strategic overview of opposing side

I'll will adjust the Team Rosters ... everyone is considered a Casual player, until they request to be a Regular player.

Thanks
David

Last edited by davidssfx on Tue Mar 09, 2010 4:46 am; edited 1 time in total

Hooked up with hOsTyLe at St. Marcouf.
Germans had us pinned down pretty good in the corner ... got hit hard with a StuG and MG fire.
Was able to seek around and capture some valuable staging ground for next turn though ... hehe.
great dEfEnSe

Regt. 6 Fallschirmjager set up strictly for defense in the buildings and hedges around the town and waited for the Americans to approach. Once they arrived, the hedgerows were blazing with small arms fire. After 15 minutes of fighting, our schweres MG42 fell silent from lack of ammo - while the American .30 cals kept firing! It became tough at this point, but our Fallschirmjager held their ground.

Versus Davidssfx at Pont L' Abby

Ostruppen set up defenses all through the hedges and waited to ambush the American Paras. A clever flank attack to the southwest caught our soldiers off guard and forced us to shift our troops to the west. We lost morale after a duel between our Marder and an 57mm AT gun resulted in a flaming tank. Tough setback for the Germans.

I am against the 'point' constraints to the BGs. If you have it in your BG, you should be able to use it. When the crack German BGs eventually arrive, they will be weakened by the point system...and this will probably cause the Germans to lose this campaign (Steiner brought this up and I agree with him).

I am against the 'point' constraints to the BGs. If you have it in your BG, you should be able to use it. When the crack German BGs eventually arrive, they will be weakened by the point system...and this will probably cause the Germans to lose this campaign (Steiner brought this up and I agree with him).

It's just an opinion.

Does anyone else agree with me on this?

I understand where steiner is coming from ... but since I haven't played that far into the campaign before, I can't agree/disagree without more information about what points are given each side during those battles.

The obvious reasons for an Active roster points limit is ... to promote somewhat balanced game play, with historical based qualities.
The game designers have done an excellent job of arranging this in my opinion.
Let's look at the facts:

1) Points allocated by the game for each battle varies slightly ... to either favor one side or be equal, depending on the historical background of the certain area.

2) The depth of a BG's Force Pool varies also, depending on the historical background of the certain area.

After playing the GC thus far ... I am extremely pleased with the design of the game concerning:
1) Points allocated per battle
2) BG Force Pool depth
3) Unit types available in each BG.

Compare the German BG's of Utah beach and Omaha ... and see how the Utah beach German BG's are exhausted much sooner than those at Utah (historically correct).
Also notice the greater depth of the Allied BG's coming ashore at the beaches. The Allies will eventually wear down the German BG's due to their superior depth. For the player defending the beaches ... the goal is to keep them from capturing the beaches for as long as possible.
Take Juno and Easy Red for example ... they have required three or four battles to capture them. Sometimes defended by 2 or 3 ATG's in protected bunkers with multiple MG's and infantry units in bunkers and trenches ... mostly on high ground. This against Allied units coming ashore with no cover.
This to me seems historically correct ... but I wouldn't want to make it take many more battles than this to get off the beach. One beach in this campaign was totally captured by the defending German BG.
Let's look at St. Germaine De Varreville ... opposing BG's were very even in depth and so were the points allocated by the game. So far there have been five battles there, with the advantage going to the German BG (imo) since they have the high power MG units. The fifth battle I brought in the 4TH ID to get some more firepower (a tank), and still it will require another battle to secure this map.
If both original BG's fought on this one map (while kept in supply - and with the the point limit) ... I think the German BG would have a better chance of winning.

So, from reviewing some of these above mentioned battles ... I think a "points limit" based on the game's allocated amounts, seems like a fair system.
I'm open to ideas, but I don't think unlimited points would be better.

Is it possible for the Germans to win the campaign with this system? ... I don't know. Maybe these high powered German BG's that become available will have more depth in their Force Pools, which will even things out more.
The biggest thing I see that will determine the outcome though, is ... how each battle is played, picking an advantageous entry point to attack a map, cutting enemy supply, and maintaining your own supply.

Just some thoughts

Last edited by davidssfx on Thu Mar 11, 2010 3:28 am; edited 5 times in total

I am against the 'point' constraints to the BGs. If you have it in your BG, you should be able to use it. When the crack German BGs eventually arrive, they will be weakened by the point system...and this will probably cause the Germans to lose this campaign (Steiner brought this up and I agree with him).

It's just an opinion.

Does anyone else agree with me on this?

The points restriction is more of a layer of protection to a public GC. If you do not restrict random public players from choosing (and losing) all the high value units then this could ruin the game for others. Now this hasnt been proven, its just a theory.

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